I extracted the code and this is printed under a catch statement, but i'm not sure what is actually being thrown. Doesn't look related to modsettings though, i can edit them in game and the file is created without issues.

If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

Aaand the root cause is my fault. When I made the "quick" change of adding version text to DaggerfallUI, I check GameManager to see if game is paused. This in turn invokes GameManager singleton and a bunch of things happen out of order because the GameManager singleton is persistent across scenes. I'll clean this up now and issue new builds soon.